﻿cbuffer Transformations
{
	float4x4 WVP;
};

struct VS_INPUT
{
	float4 position : POSITION0;
	float4 texcoord : TEXCOORD0;
	float4 normal : NORMAL0;
};

struct VS_OUTPUT
{
	float4 position : SV_POSITION;
	float2 texcoord : TEXCOORD0;
};

VS_OUTPUT VShader(const VS_INPUT input)
{
	VS_OUTPUT output;
	output.position = mul(WVP, input.position);
	output.texcoord = float2(input.texcoord.x, input.texcoord.y);
	return output;
}